Implementing data validation via an Editor Utility Blueprint works fine in the editor, but when run via the commandlet, the blueprint won't load the editor utility subsystems (i.e. Static Mesh Editor Subsystem) and crashes during the call to GetEditorSubsystem if any of the blueprint nodes rely on them.
Result: the editor utility validator doesn't compile and it isn't used to validate the static meshes in the project.
Expected: the validator is run against the static meshes and will report any static mesh that fail the validation.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-191040 in the post.
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Component | UE - Editor - Content Pipeline |
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Affects Versions | 5.2 |
Target Fix | 5.4 |
Fix Commit | 27001970 |
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Main Commit | 27002021 |
Created | Jul 24, 2023 |
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Resolved | Aug 11, 2023 |
Updated | Sep 7, 2023 |